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Fix filling the array of texture pointers for sliced textures
In commit 1fa7c0f10a8a0 the sliced texture code which creates the array of pointers to the texture slices was changed so that the textures are appended to the end of the array instead of initially creating the array with the right size upfront and then shrinking the array on error. However it was then still also setting the size of the array after creating it so the new textures would actually end up in an unused part of the array. The part of the array that is used was left unitialised so it would crash. This just removes the call to set the size of the array. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 7df09d505ba28a1a960df867346af67118e96718)
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@ -939,8 +939,6 @@ _cogl_texture_2d_sliced_allocate (CoglTexture *tex,
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sizeof (CoglTexture2D *),
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n_slices);
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g_array_set_size (tex_2ds->slice_textures, n_slices);
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/* Allocate each slice */
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for (y = 0; y < n_y_slices; ++y)
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{
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